Fulltext results:
- generator_syntax
- > [Copy] Generator { State = ""; Flat = ""; Mobj = ""; Alt Mobj = ""; Damage Mobj = ""; Map = ""; Flags = flaga | flagb | flagc; Speed = 0.0; Speed Rnd = 0.0; Vector { 0.0 0.
- generator_triggers
- ng means that the generator is spawned when any [[mobj]] enters the [[state]] the generator has been associated with. The mobj in question will become the source of the generat... iggering makes the generator multi-sourced: all [[mobj]]s in the level with one of the types associated ... e allocated in the definition as all mobjs in the map will share the same generator.</note> ==== Synt
- generator
- s several different choices for the source (e.g., mobj), which is used by the particle system to "trigge... |Damage]]| Spawn a generator when the specified [[mobj]] is damaged. | | [[generator_triggers#Flat_triggered|Flat]]| Spawn a generator when a map surface's material changes. | | [[generator_triggers#Map_triggered|Map]]| Spawn a generator when the speci
- thing
- will be removed imediately from the gameworld at map start up. The other states series are called by ... hed that it will fall to the floor as soon as the map starts. | | nogravity| Yes| Yes| Yes| The thing i... hed that it will fall to the floor as soon as the map starts. | | countkill| Yes| Yes| Yes| This thing ... that this can be set on individual bad guys in a map editor, so there isn't any need to use this flag
- flags_reference
- ewangle rotation of halos for this light. ===== Map Info ===== ==== fog ==== (Value = 0x1) Enable fog in the map. ==== sphere ==== (Values = 0x2) Draw the sky ... alue = 4) Generator is only spawned if the source mobj is being spawned. ==== srcdir ==== (Value = 8)